xzagorx1 Posted February 7 Posted February 7 View File Cultivation A cultivation system that I want to add dual cultivation and many more sexy event 😝 Thinks I did: New Cultivation Lifestyle 12 tree with 12 cultivation realms New Bloodline for future use Dynamic Realm traits New sects as faith with 4 different religion family based on 4 cultivation path (orthodox - unorthodox - demonic - vagrant) 4 Cultivation tenet that opens cultivation lifestyle. You can add to any other faith vanilla or modded Sect visit and Breakthrough decisions Sect join and spar with a disciple events 1 new Dynasty track for future use. Right now it opens some old system like dual cultivation, new maa etc. It still works but will change when I start making clans with that track Overwritten files: "common/character_interactions/carn_sex_interaction.txt" from carnalitas (You can delete this and only use Dual Cultivation interaction but it doesn't start sex scene. I wanted to add with on_action like carn_on_sex_v2 effect triggering dual cultivation but I don't know enough how carnalitas works.) Thinks I want to do: Firstly I'm open for suggestions. Sect Buildings for Advanturer camp, Noble House and Land. Clans as Family estates. With the games new system. New building etc. Master - Disciple relationship Dao way lifestyle. (Like Sword dao, elemental dao etc. or entirely different style I'm not sure about what to do. I can even separate dao and lifestyle and do something else for lifestyle. I appreciate the suggestions.) New Tournament style Activity. Like in wuxia style novels there will be fights held in every year and every 10 year. You will gain like qi gathering pills, sect join offers etc. I'm hyped XD Requirements: You need this mod: ScrollUi (I'll upload a copy of this mod to here. I made the mod for this XD) If you don't use this mod you need to change gui scale to 60% or lower to see all trees here is the comparison: Spoiler Here is with mod: Spoiler Submitter xzagorx1 Submitted 02/08/26 Category Crusader Kings 3 Requirements Carnalitas Scrollbar UI 3
xzagorx1 Posted February 7 Author Posted February 7 (edited) 23 minutes ago, geryy13 said: the game says that the descriptor file is invalid Edit Martial Arts - Dual Cultivation.mod with any notepad and change path="C:/Users/worki/OneDrive/Documents/Paradox Interactive/Crusader Kings III/mod/Martial Arts - Dual Cultivation" to your folder I re-uploaded the fixed version. If you have this error in the future changing the path to path="mod/Martial Arts - Dual Cultivation" fixes that problem. Game rewrites the path based on your folder structure. Edited February 7 by xzagorx1 1
SternenLiecshtein Posted February 8 Posted February 8 Greetings, here are a spanish translation: PD: For spanish speakers, "King Peak" was localizated as "Reino Superior", se aceptan sugerencias spanish.zip spanish.zip 1
Redhawk1111 Posted February 8 Posted February 8 Hello! The MAA units of this mod's combat statistics will make Armored Horsemen and War Elephants envious. No one can fight them on equal terms.
Seeker88 Posted February 8 Posted February 8 1 hour ago, Redhawk1111 said: Hello! The MAA units of this mod's combat statistics will make Armored Horsemen and War Elephants envious. No one can fight them on equal terms. Yes, I cut all values and costs in half (except counters and terrain effects) on my copy.
xzagorx1 Posted February 8 Author Posted February 8 2 hours ago, Redhawk1111 said: Hello! The MAA units of this mod's combat statistics will make Armored Horsemen and War Elephants envious. No one can fight them on equal terms. 7 minutes ago, Seeker88 said: Yes, I cut all values and costs in half (except counters and terrain effects) on my copy. They are random. I didn't edit them yet. I'm just trying to finish other stuff and make all work after that I'll start making adjustment for them all. Like creating new type: cultivator and new counters for them. I want to make more counter based army instead of power so I wish I can do that without making them so strong. And I think didn't add any wait time for dual cultivation so it can break immersion by making player too quick to advance realms. 😜
Seeker88 Posted February 8 Posted February 8 24 minutes ago, xzagorx1 said: They are random. I didn't edit them yet. I'm just trying to finish other stuff and make all work after that I'll start making adjustment for them all. Like creating new type: cultivator and new counters for them. I want to make more counter based army instead of power so I wish I can do that without making them so strong. And I think didn't add any wait time for dual cultivation so it can break immersion by making player too quick to advance realms. 😜 The high values are from the parent mod anyway. But cutting them in half, while keeping the counters untouched, looks like a good testing point to start. 😊 1
xzagorx1 Posted February 8 Author Posted February 8 I started on sects. You will be able to apply to join the selected sect. After that event will popout and you will talk to a sect member. Here you either need to be at a certain cultivation base or you need to impress them with something else. Sect will their own way of accepting outsiders. Some can be impressed with dual some wants money etc. or I can make all options avaible for player to chose. 1
xzagorx1 Posted February 9 Author Posted February 9 (edited) I changed join decision to visit decision From there you will select a sect to visit. Visiting a sect opens a event screen for that sect. Here you can apply to join. Request spar or join tournament to become member of the sect. I'll improve on that in the future for more events with wuxia style 😜 I did created around 11 sect icon. (Just cleaned and improved existing images from net) There is 3 sect family based on their hostility on the world like alliance good neutral is neutral XD and demonic is for bad boys 🤣 When I'm done with the sects I'll publish v0.2. Wish me luck 🫠 and for people who want to contribute. Please share some sect name and description with some doctrine and tenet ideas XD I really don't want to hand write 10-15+ sect 🫠🫠 Spoiler Edited February 9 by xzagorx1
KalAndrew Posted February 10 Posted February 10 Does this work with https://steamcommunity.com/sharedfiles/filedetails/?id=3614644718&searchtext=Cultivation ? or is the nexus the only one that works?
MrVasiriev Posted February 10 Posted February 10 simp_chinese.rarI've done a Chinese translation using Google Translate. If you have time, please add it. 1
xzagorx1 Posted February 10 Author Posted February 10 2 hours ago, KalAndrew said: Does this work with https://steamcommunity.com/sharedfiles/filedetails/?id=3614644718&searchtext=Cultivation ? or is the nexus the only one that works? Same author so it should. I don't know but if I make lifestyle like tree for cultivation realms I'm going to make it standalone. Like this mod by: tarin PS: That cultivation mod made me try something like this so I really don't want to take all the credit. And I didn't changed anything about that mod only thing I changed was maa images. My mod only adds a new way to gain cultivation xp. So if that mod even updates it shouldn't break anything.
Seeker88 Posted February 11 Posted February 11 I've done some pretty extensive playtesting, and here is the result. I've completely reworked the units so they all show up, and the ones that weren't overwritten in the original, I've modified to fit the theme. Since it was necessary to modify files in the original parent game, I've combined them into one mod (so technically this version is standalone, combining your mod and the original). This is not intended as plagiarism, but to provide a working copy for anyone who wants to examine or test it without messing with the original or your mod. I've done this because the original was laughably OP (which meant yours would be as well). It was simply unplayable. My changes make it more diverse and less OP (but still pretty OP, just not boringly so). Key changes: More unit types, with some mid-range units split into offense (skirmish) and defense (heavy infantry). Basic units are size 50. Undead units have good siege capability, and low level units (peasant militia)are available without the perk. Higher level units (archers) require the Resurrection perk. Undead units are size 10. Elite units (heavy infantry) are size 10. They also have good siege capability. All units renamed. Choosing the Cultivator path now triggers most of the popularity penalty that was from the Resurrection (undead) dynasty perk, since undead units are available from the start. Anyway, I've included the file if anyone wants to test it. Nothing is changed except units, but that creeps into numerous files. It also works great outside of Asia provinces. Martial Arts - Dual Cultivation.7z 1
xzagorx1 Posted February 11 Author Posted February 11 19 minutes ago, Seeker88 said: I've done some pretty extensive playtesting, and here is the result. I've completely reworked the units so they all show up, and the ones that weren't overwritten in the original, I've modified to fit the theme. Since it was necessary to modify files in the original parent game, I've combined them into one mod (so technically this version is standalone, combining your mod and the original). This is not intended as plagiarism, but to provide a working copy for anyone who wants to examine or test it without messing with the original or your mod. I've done this because the original was laughably OP (which meant yours would be as well). It was simply unplayable. My changes make it more diverse and less OP (but still pretty OP, just not boringly so). Key changes: More unit types, with some mid-range units split into offense (skirmish) and defense (heavy infantry). Basic units are size 50. Undead units have good siege capability, and low level units (peasant militia)are available without the perk. Higher level units (archers) require the Resurrection perk. Undead units are size 10. Elite units (heavy infantry) are size 10. They also have good siege capability. All units renamed. Choosing the Cultivator path now triggers most of the popularity penalty that was from the Resurrection (undead) dynasty perk, since undead units are available from the start. Anyway, I've included the file if anyone wants to test it. Nothing is changed except units, but that creeps into numerous files. It also works great outside of Asia provinces. Martial Arts - Dual Cultivation.7z 2.81 MB · 0 downloads Hi, did you change anything other than maa type folder if not I would happy to integrate this to my mod XD I'm really going deep with sect stuff so if you changed anything else it could break my workflow.
Seeker88 Posted February 11 Posted February 11 1 hour ago, xzagorx1 said: Hi, did you change anything other than maa type folder if not I would happy to integrate this to my mod XD I'm really going deep with sect stuff so if you changed anything else it could break my workflow. As far as I remember, the changes are only in the files below. The only dynasty perk change is moving most of the (-20) popular opinion penalty to (-15) early on in the Mystic Training perk since Undead begin there. The remaining (-5) stays with the Resurrection perk (old Undead perk) for the high-level resurrected and lich units. Note that it is necessary to add some additional files I included, that modify files in the original (Martial Arts - Cultivation) mod. Martial Arts - Dual Cultivation (2).7z
xzagorx1 Posted February 11 Author Posted February 11 7 hours ago, Seeker88 said: As far as I remember, the changes are only in the files below. The only dynasty perk change is moving most of the (-20) popular opinion penalty to (-15) early on in the Mystic Training perk since Undead begin there. The remaining (-5) stays with the Resurrection perk (old Undead perk) for the high-level resurrected and lich units. Note that it is necessary to add some additional files I included, that modify files in the original (Martial Arts - Cultivation) mod. Martial Arts - Dual Cultivation (2).7z 3.17 kB · 1 download I didn't touch any of that so it should be okey. I'm working on decision, religion and events. Only thing left is spawning cultivator with these faiths/sects and making them show on the event window. Integrating some dialogue and join choices and I'm done. 1
Seeker88 Posted February 11 Posted February 11 1 hour ago, xzagorx1 said: I didn't touch any of that so it should be okey. I'm working on decision, religion and events. Only thing left is spawning cultivator with these faiths/sects and making them show on the event window. Integrating some dialogue and join choices and I'm done. One more change: I had to nerf the base game traits because they get really OP in end game. I feel like the magic of the original mod was in the character quest for immortality, so that goal should not basically end the game by making everything mindlessly easy. The toaism_cultivation_traits is the only file changed -- I've shown it here for easy comparison.. I've added it in the included 7z file, so no need to add both. Martial Arts - Dual Cultivation.7z taoism_cultivation_traits.txt
xzagorx1 Posted February 11 Author Posted February 11 20 minutes ago, Seeker88 said: One more change: I had to nerf the base game traits because they get really OP in end game. I feel like the magic of the original mod was in the character quest for immortality, so that goal should not basically end the game by making everything mindlessly easy. The toaism_cultivation_traits is the only file changed -- I've shown it here for easy comparison.. I've added it in the included 7z file, so no need to add both. Martial Arts - Dual Cultivation.7z 2.81 MB · 0 downloads taoism_cultivation_traits.txt 8.22 kB · 0 downloads I won't be touching anything from that mod. Like I said I want to make cultivation progress like this mod by: tarin So in the future I'll change everything and make it standalone. 1
Seeker88 Posted February 11 Posted February 11 Bug: there is no cooldown for Dual Cultivation action, so you can spam it to rapidly advance the trait. Also, you may use this with people who are not your sexual partner, even your adult children.
xzagorx1 Posted February 11 Author Posted February 11 1 hour ago, Seeker88 said: Bug: there is no cooldown for Dual Cultivation action, so you can spam it to rapidly advance the trait. Also, you may use this with people who are not your sexual partner, even your adult children. I wasn't going to tinker with minor stuff until I finish all my major plans. But whatever I will make playable for now XD I learned a lot about ck3 modding the last few days. Anyway I added dual cultivation interaction carnalitas sex flags so it should work like make love interaction. Has different cooldown from make love interaction (12 months for now). And carnalitas flags should solve other things like able to dual cultivate with everyone. I'll change this in the future if I make dual cultivation sect XD they shouldn't need to be lovers to dual cultivate right XD
Seeker88 Posted February 11 Posted February 11 50 minutes ago, xzagorx1 said: I wasn't going to tinker with minor stuff until I finish all my major plans. But whatever I will make playable for now XD I learned a lot about ck3 modding the last few days. Anyway I added dual cultivation interaction carnalitas sex flags so it should work like make love interaction. Has different cooldown from make love interaction (12 months for now). And carnalitas flags should solve other things like able to dual cultivate with everyone. I'll change this in the future if I make dual cultivation sect XD they shouldn't need to be lovers to dual cultivate right XD Yeah, I am just giving info. I just discovered a unit from the original Dual Cultivation that is still bleeding through with original stats and your graphic icon, so I have to fix the stats. Endless tinkering, and I'm not even a real modder! 😆
xzagorx1 Posted February 11 Author Posted February 11 22 minutes ago, Seeker88 said: Yeah, I am just giving info. I just discovered a unit from the original Dual Cultivation that is still bleeding through with original stats and your graphic icon, so I have to fix the stats. Endless tinkering, and I'm not even a real modder! 😆 Me to just like you saw this mod. I saw the original cultivation mod 😆 and started doing tinkering on it for myself. 😝
vlastilin02 Posted February 12 Posted February 12 Nice mod, wait for more. Here, russian localization.russian.zip
marinara Posted February 12 Posted February 12 Any plans to make clans too? Like Tang, Namgoong, Jaegal, etc? Also the Abbot of shaolin can be head of faith for Buddhism, same for Taoist sects. Specifically I remember wudang being about the unification of yin and yang. Mount hua with their pink petals from plum blossoms are more focused on the sword than asceticism. Honestly, for lore, I would just go with a wiki from a good novel/manhwa. Most fleshed out world I know is that of Nano Machine. It has like 4 novels in the same universe. For example: https://nano-mashine.fandom.com/wiki/Forces_of_Justice My knowledge is limited to the korean style novels/manhwa, as I prefer them over the chinese ones. Note the wiki I shared is not complete, but already has quite a bit of info. I look forward to the future of your mod. Cheers. 1
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